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Baldur's Gate 1 No-Reload Challenge


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#16126
Grond0

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Phantasmic 6 {54} - monks party (update 5)
 
Before going to Candlekeep the monks had a few wilderness areas to finish clearing.  That started with the ankhegs, where Spectre used a couple of PfA scrolls for safety.  However, the monks stealthed around the ankhegs before she showed herself and they all died so quickly anyway I don't think Spectre was ever even attacked let alone hit.
 
The next area to be tackled was the one with the Red Wizards.  The ring of free action was used to make the spiders less dangerous, but I decided to give the mages a chance by not just killing them with fireballs.  That nearly backfired when one combined with some giant spiders to poison Chimera and, after he failed to cast slow poison on himself, the monks had to quickly kill the opponents in order to rest (although they were at the edge of the map, so could have run if necessary).
Spoiler
Denak was the final mage standing and his spells seemed quite dangerous, so he was eventually treated to death by wand.
Spoiler
 
They took no chances at Firewine with Kahrk
Spoiler
and Lendarn got the same treatment after Spectre soloed the maze with the help of a couple of potions of regeneration.
Spoiler
 
At Ulcaster everyone took potions of insulation to help against Icharyd and that proved just enough to defeat him.  
Spoiler
In the dungeon wands were brought out again against the Wolf of Ulcaster.  It's opening howl of terror sent 3 of the monks running and the Wolf then paralysed Spirit, but didn't have time to do her too much damage.
Spoiler
 
Finishing off their Wilderness adventures the monks returned to Durlag's Tower, where the ghost proved vulnerable to their stunning blows.  Upstairs, Kirinhale was killed using stealth attacks from the stairs.
Spoiler
 
Leaving the underground areas of Durlag's Tower the monks continued to Candlekeep.  They didn't use any protections on arrival and Chimera was stunned by a chromatic orb.  However, he had scared one of the ogre magi with horror just before being taken out of the action and 3 of the monks were using darts of stunning themselves - which soon stopped the other ogre magi in their tracks.
Spoiler
 
Inside the library they did a sneak attack on the Iron Throne leaders before giving themselves up.  
Spoiler
In the catacombs though disaster struck when I realised that I hadn't bought any storm giant potions (inventory space always being short in order to pick up treasure) and Chimera had learnt vampiric touch as his first 3rd level Bhaal power - that meant the strength tome was unobtainable.  Despite that setback they carried on clearing all enemies in the catacombs.  Prat disappeared for a long time after the initial attack on him and once he was finally located the monks took no further chances with him.
Spoiler
 
After closing the Beregost Temple and High Hedge for business permanently the monks work on the wilderness areas was complete and they've just headed back to the City to finish off a few jobs there.
 
Stats
Chimera - L8, 57 HPs, 377 kills
Spectre - L8, 60 HPs, 701 kills, 0 deaths
Phantom - L8, 53 HPs, 342 kills, 0 deaths
Wraith - L8, 47 HPs, 432 kills, 0 deaths
Spook - L8, 59 HPs, 366 kills, 0 deaths
Spirit - L8, 51 HPs, 384 kills, 0 deaths

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#16127
Grond0

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Phantasmic 6 {54} - monks party (update 6)
 
Back in Baldur's Gate the monks had 140k of gold to spend and bought up the remaining useful potions (including storm giant strength :wacko:).  Moving on to Cythandria they didn't muck about, but just waited for her to produce her golems before blasting her.  
Spoiler
Spectre used a potion of absorbtion (giving her -14 vs crushing attacks), but didn't actually get attacked anyway as she ran the golems round for the others to shoot.
 
At Flaming Fist HQ the mercenaries are potentially dangerous if given the chance to use multiple hold person spells - but they weren't.
Spoiler
 
After dropping off Duke Eltan the monks went in search of Slythe.  I couldn't remember if Krystin appeared in this installation if Slythe were just killed, so gave him a chance for a backstab.  He then took a potion of magic protection which helped him survive a round of wand blasts and he shrugged off a few stunning darts before using a potion of invisibility.  He failed to get an attack in on the running monks though, but just survived more attacks before disappearing again.  Once more though he was unable to time his attack properly against a zig-zagging Spook (who had the most HPs remaining) and a plume of flame killed him as he disappeared again.

Spoiler
 
Krystin arrived immediately afterwards - just in time to walk into a hail of stunning darts, which she didn't survive.
Spoiler
 
At the palace everyone used some hoarded potions before activating the combat.  Spectre was playing target and used a potion of power - good job too as the assassin hit with a critical backstab which would have killed her otherwise.
Spoiler
Unfortunately though that didn't save her for long.  The doppleganger mage shrugged off multiple stunning dart hits and a few more wand blasts and moved from the back of the room towards the front.  Spectre did actually see the danger and turned to run out of the way of the expected MMMs, but I wasn't looking carefully enough at the pathfinding - 2 courtiers blocked the door she was trying to run through, leaving her exposed to 2 shots from the mage - which exactly killed her.
Spectre_zpsw5vrqv7v.jpg
 Soon after that the doppleganger mage was finally stunned and when it was last to be finished off Belt was drawn out of sight of Sarevok to keep him safe.
Spoiler
 
I saved the game there and will think about what to do next.  I had planned to do Ice Island and Balduran's Isle, but may not bother with them now and just go straight to Sarevok.  Alternatively I could have a go at Durlag's Tower now that party deaths are no longer a worry and properly assess how realistic including that in a future completionist no-death attempt would be ...

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#16128
Grimwald the Wise

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I changed my mind and decided to play my Squeamish game from the start to see if it is possible to play a no killing game in EE. It is considerably harder than in vanilla due to the charm spell being less reliable and Algernon’s Cloak being nerfed. I am also well aware that there could be problems with the final battle being changed.

 

Upon leaving Candlekeep Squeamish went to the FAI and lured the hobgoblins to their death. One survived having killed all the guards in sight. Squeamish returned Joia’s ring to her and headed south to Beregost where she calmed down Marl and took a tome to Firebead. She then pickpocketed a cloak and emptied many chests.

 

Trying to charm the ogrillon failed so she headed south towards Nashkel. She found an amulet which she returned to its owner in Beregost and then eventually reached the carnival where she gained the ability to heal herself somewhat.

 

Lord Foreshadow gave her a ring after which she chatted to Noober and turned down a reward from Oublek.

 

She reunited Rufie with its owner and charmed Krumm who killed Caldo. Krumm was killed by a dire wolf much to the delight of the dryad who rewarded Squeamish who was then rewarded for returning a cat, albeit dead to its owner.

 

All this whilst sounding easy was far from being so as several times the charm spell failed with the result that Squeamish got badly hurt and had to flee. Travelling whilst at the point of death is not recommended practice!!

 

She therefore went in search of easier experience and discovered that even recovering Perdue’s sword was not easy as the gnolls saved against the charm spell. Eventually, through persistence she was successful and a charmed gnoll also killed a couple of skeletons.

 

The wolf that was attacking Mellicamp was charmed and killed another wolf. It then unsuccessfully attacked Zargal and died. Mellicamp was not at all upset about that! Indeed he was quite grateful.

 

Squeamish used stealth to return Perdue’s sword and to talk to Tulber regarding his potions. His client was given a backbone again much to his lady friend’s delight.

 

She then attempted to obtain an ogres belts but as he repeatedly saved against charm, the attempt was abandoned.

 

At the FAI charming a hobgoblin and then guards was enough to eliminate Tarnesh.

 

Heading northwards she helped a widow being pestered by her former husband and helped a priestess recover a bowl of some importance to her.

She then tried to recover Gurke’s Cloak. Whilst the Tasloi are easy enough to charm, it took two attempts to recover it due to the sheer numbers of them.

 

She then went to Durlag’s Tower and satisfied three of the warders, leaving a bottle of wine in a chest there. After leaving the hair with Riggilo, she later charmed him and got him to fight the ghost whilst she plundered the chests. She scarpered when the charm spell wore off.

 

She still hasn’t killed so much as a squirrel, rat or bird. She is now a level 4 mage and a level 5 thief.


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#16129
Enuhal

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Hello,

 

I'm entering the challenge with a randomized party, playing with BGT, the BG2 Fixpack and on core rules. Some explanations concerning randomization:

Upon character creation, every game affecting stat is randomized, with the sole exception of thief ability points (because randomizing them is too much of a hassle). Now, I go step by step when randomizing, so race randomization comes before class randomization, and since many classes are restricted to certain races, you will find few race-restricted classes in my randomized groups (so generally not a lot of monks, paladins, druids or arcane spellcasters in general, for example) - while fighters, clerics, thieves and barbarians are relatively common, since they're available to every race. Also, I don't count every single multiclass when randomizing classes, only the multiclass option in general, so multiclasses are relatively rare. I should also add that I'm going for a completionist run here, so no skipping major quests or areas.

 

If you want an example of a previous randomized party of mine, you can search for my updates on "Aedan" way earlier in this threat, a thief with whom I completed this challenge for BG2 and ToB - I'm yet to do a complete triology run, though: I've made about half a dozen undocumented attempts in the past few months, but either the early game got too frustrating, an ambush killed the PC or I made a mistake - so far, Durlag's Tower level 1 is the best I've done.

 

Also, the names of my characters are randomized via a random name generator, using names from mythology.

 

Now, here's the party:

 

The Bhaalspawn:

Aditi, neutral good female gnome assassin

Stats: 13/16/13/11/8/15

Proficiencies: *Quarter Staff, *Single Weapon Style

 

This character is fine; The dexterity score is nice, and quarter staff isn't wasted on an assassin. Still, very average in general.

 

Ammon, chaotic evil male elf priest of talos

Stats: 16/13/14/15/11/10

Prociencies: *Sling, *Two-handed Weapon Style

 

His strength is high enough for a full plate, and being proficient with a ranged weapons is great. However, the wisdom score here is very poor. Another average character.

 

Juturna, lawful neutral female dwarf barbarian

Stats: 15/11/17/16/12/14

Profiencies: *Bastard Sword, *Axe, **War Hammer

 

Great constitution, though the high intelligence is wasted here. Still not a good frontline fighter early on, so I'm sad there are no ranged weapon proficiencies. Average, once again.

 

Nerthus, true neutral female half-elf totemic druid

Stats: 10/14/15/15/16/16

Proficiencies: *Dagger, *Two Weapon Style

 

The stats here are irrelevant (though the wisdom score is good); IMO, totemic druids are, followed by sorcerers, the most powerful class you can roll for a randomized party; I've discussed the usage of spirit animals in the Adventurer's Lounge, and I've decided to go along with it for now. Certainly the most important character in the party when it comes to the early game.

 

Euphrosyne, chaotic evil female half-orc cleric

Stats: 16/14/8/8/18/17

Profiencies: *Flail, *Weapon and Shield Style

 

A very good cleric: 18 wisdom is perfect, 17 charisma is nice to have (making this my face character), and again, enough strength to wear a full plate (which is normally relatively rare with randomized stats, though not in this party). Overall propably the best character in the party, were it not for the totemic druids spirit animal ability.

 

Uther, chaotic good male dwarf bounty hunter

Stats: 15/12/16/8/15/11

Profiencies: *Dagger, *Sling

 

Now, while this character has fine stats (16 constitution is nice), the class takes the party down from good to just average (not counting the fact that it has a totemic druid). A second single class rogue is not exactly useful, and if Uther only were an arcane spellcaster or another fighter-type character, I'd be very happy. Atleast he is proficient with a ranged weapon right away.

 

I've already played ahead a little bit - spirit animals are speeding along the early leveling process, making this a faster run compared to my usual randomized parties - still, if there's no animal available, gameplay mostly consists of shooting with terrible thac0 (randomized characters are usually unable to survive melee combat early on), running, and sometimes using command or a wand of sleep charge. In my experience, things will change as soon as the first new proficiency point is available, and they will change again with cleric level 5, which will provide access to animated skeletons. Luckily, level 5 is available simply by clearing the easier wilderness areas, so unless I encounter a deadly bandit ambush or make a big mistake, I'll propably get there.

 

Enuhal


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#16130
Jianson

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Interesting challenge there, Enuhal.

 

I wouldn't say two thieves are wasted. With different specializations, you can cover a lot of thiefy ground pretty early. You can probably afford having a decent Detect Illusion score once you start taking on the more advanced mages. Very useful.


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#16131
Grond0

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Phantasmic 6 {54} - monks party (update 7)
 
Deciding to go and test out Durlag's Tower, the monks made their way there.  The first level puzzles were pretty easy to negotiate as the main traps are fire and lightning - a green scroll each for those along with 2 rings of fire resistance and boots of grounding provided both protection and a bit of healing from fire when necessary.  Spirit had a near death when leading the dwarven warders through the centre traps though - she was held for the first time there while being chased by Fear, but fortunately he died to the other traps she'd already triggered.  
Spoiler
Pride was a problem with high MR and haste, but he eventually died in the traps as well.  Avarice wandered far enough to find the other monks and got a couple of backstabs in before dying to wand blasts and Love then went the same way.
Spoiler
 
After resting, the monks moved down to the second level.  They carefully avoided being shut in with dopplegangers there before using find traps to check they could avoid the scorcher traps.  On the other side of the area they could also see the many floor traps - helpful as my completionist requirement is to make all areas visible.  After resting on the third level the monks came back up and killed the dwarven doom guards with wands.
 
Back on the third level Spectre walked into a repeating dart trap - that just kept hitting her until she died.  Chimera took 3 potions of perception in order to be able to detect that and the other traps in the area, but then an ashirukuru attacked.  Killing them is not easy as they are almost immune to fire, but the monks managed to beat this one up reasonably quickly.  Then, checking to see if it was possible to skirt the repeating dart trap, Spirit tripped it.  Unlike Spectre, she managed to cast lay on hands midway through, but the darts still kept coming until she was dead (which seems pretty ridiculous to me).  
Spoiler
Scouting for an alternative path, the monks disturbed another ashirukuru.  The monks were using zigzag withdrawals to good effect to foil most of the backstab attempts, but the monks still struggled as the ashirukuru went invisible about a dozen times (much of the time before they could retaliate) before they finally killed it - wand magic missiles seeming to be the best attacking option against this one.  
Spoiler
If a future party of monks comes back here to try and do a completionist no-deaths run I think Chimera will probably detect traps while invisible and shepherd everyone through this section under stealth (a critical backstab would be likely to one-shot a monk).
 
After laboriously stacking equipment into the container on an altar the reduced party left Durlag's Tower to find a temple.  They've just arrived back and stocked up again, ready to go deeper into the darkness.
 
Stats (cont from BG1)
Chimera - L8, 57 HPs, 393 kills
Spectre - L8, 60 HPs, 718 kills, 2 deaths
Phantom - L8, 53 HPs, 351 kills, 0 deaths
Wraith - L8, 47 HPs, 448 kills, 0 deaths
Spook - L8, 59 HPs, 378 kills, 0 deaths
Spirit - L8, 51 HPs, 399 kills, 1 death

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#16132
Grond0

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Phantasmic 6 {54} - monks party (8th and final update)
 
Most of the remaining third level was easy enough - fireballs for the skeletons, while the greater wyverns could be led back to be stuck at the entrance to the skeleton area (the monks then have a greater melee attack range available).  Alternatively the wyverns could just be burnt up in the opening trap.  However, I then forgot that the bear has a hold attack and Spectre was only saved from death by a last second PfM scroll.  
 
After eventually shooting the Air Aspect up the monks were transported to the fourth level where I may have been a fraction slow in casting fireballs - or perhaps the SCS opposition are just faster than I'm used to.  In any case 2 knights got ahead of the fireballs and attacked Chimera, while he was also being targeted by arrows from the rooks - he died within a couple of seconds of the fireballs exploding.
Fireballs_zpsg2to7wpy.jpg
End%2054_zpsie6fl31v.jpg
 
I did try a couple more times and succeeded in winning without losses, but it's a pretty hard battle even after using potions and opening with perfectly targeted fireballs.  Up to that point I think everything in Durlag's is reasonable to attempt, but including the chess battle in a no-deaths, no-reload attempt might be pushing it a bit.  I might continue on through the Tower at some point just to check if there are any other crunch points  ...

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#16133
Dyara

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Sorry to hear about your defeat :(

 

The SCS chess pieces are really fast... or perhaps too fast. In my runs usually they've crossed half the board before the dialog starts.


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#16134
corey_russell

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Sorry to hear about the monks' defeat. 


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#16135
Jianson

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I make it habit to have my entire party hasted, lightning-protected and invisible and then run past the chessboard. Once the area below it is cleared, I draw a couple of chess pieces at a time down below and fight them there.


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#16136
Grond0

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I make it habit to have my entire party hasted, lightning-protected and invisible and then run past the chessboard. Once the area below it is cleared, I draw a couple of chess pieces at a time down below and fight them there.

Providing lightning protection for a a bunch of monks would be possible, but not straightforward.  There are limited supplies of potions and scrolls and other demands on them at various places in the game, so there would be a need to conserve resources pretty carefully.


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#16137
Grimwald the Wise

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I have found a way of avoiding he bugs in my modded game that cause it to crash upon entering certain areas. (The bandit camp and inside the FAI) :)

 

Speaking to Officer vai stops the crash in the FAI. :)

 

Opening the save game from an unmodded game folder stops the crash upon entering the bandit camp.

 

I can subsequently enter with no problems. :)

 

The fact that I know this will tell you that Squeamish got there. :)

 

The xvart area was entered to get to the area where Charleston works. ( Dragonspear has changed the entry points of areas and this is one of the poorer options that they have chosen. :(

 

To pass through a few xvarts were charmed in order to unblock the way through. The charmed xvarts were all killed and so no experience.

 

However the battle at the archaeological dig was only difficult in that all the workers had to be killed. One had to be led outside for that to hapen.

 

The basilisk area was not completed. Sadly Korax was killed fighting some adventurers and so was not available to fight the basilisks. Any further non-violent characters will have to have different tactics.

 

She found that fighting the Dark Horizons Assassins in the Nashkel Mines was a waste of time. She couldn't defeat them and so wasted several potions discovering this. :(

However being a thief, she was well able to sneak past them and this is what future solo thieves will do.

 

Mulahey got charmed but Squeamish got trapped by skeletons and kobolds. She knocked unconcious all those that she could reach and then summoned some monsters who finished them off. :)

 

Upon exit, she tried to get the assassins there to kill each other. That only worked to a point. She had to leave Lamalha alive.

 

She gave the knife to the revenant and plundered two of the three caves.

 

She will have to return to the other one later.

 

She went invisible when attacked by Nimbul. Nimbul killed all the guards and Rashad too.

 

Squeamish realised that leaving Nimbul alive was too dangerous and so led her inside the temple.

 

A charmed Brage knocked her unconcious and she was finished off with summoned monsters. Brage was unarmed as well!! Thought afterwards that leading Nimbul into the barracks might have been a better idea.

 

The bandit camp was completed without violence. :)


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#16138
Enuhal

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Aditi, neutral good female gnome assassin with a randomized party, update 1

 

After killing various assassins, like Tarnesh, Karlat and Neira with the help of Nerthus' spirit animals, the party explored the easier wilderness areas, mostly on the western side of the map (not including the Sword Coast areas). After completing some quests near Beregost and Nashkell (Melicamp, sadly, didn't survive), hold person was added to the groups arsenal and used against human enemies like Zordral and Greywulf.

 

Of course, a spirit animal or hold spell wasn't always around, so command and the wand of sleep helped the party along. With level 4 (level 3 for Juturna), new proficiencies were gained: *Shortbow for Aditi and Uther, *Dart for Nerthus, *Longbow for Juturna, *Mace for Ammon and *Sling for Euphrosyne - so now, the party is much better at actually hitting enemies with their ranged weapons.

 

In the Cloudpeak Mountains, Aditi encountered the first group capable of dealing with a spirit animal: Sendai and friends used their magical weapons to kill a spirit serpent, though hold person was enough to defeat them. With cleric level 5 soon reached, the party switched to animated skeletons for their primary tanks; the spirit animal was now primarily used for emergencies or really tough battles.

 

With most of the western and southern parts of the map explored, Aditi entered the Nashkell mines and fought her way to Mulahey. The party was in a bad position for the fight, but a wand of sleep charge helped to win the battle. After hunting down some ankhegs, the bandit camp was next: Skeletons and hold spells for the outside area, multiple buffs and a spirit animal for the tent. Bless and chant really help with the poor thac0, and strength of one is great for melee combat.

 

With cleric levels 6 and the ability to summon at least 5 skeletons, I started clearing some of the tougher wilderness areas. Aditi took on the amazons, and Juturna used a protection from undead scroll to clear some tombs. The eastern and northeastern part of the map will be next.

 

All is well so far; No character deaths, which is somewhat rare in a party like this and will propably change soon. The divine spellcasters are doing great work, especially through skeletons and spirit animals. The party is getting strong enough to handle minor threats without summons or heavy command usage, which is nice to see. As of now, I'm sometimes using Euphrosyne as a tank (she has -6 ac, though her 30 hp aren't very much) for smaller areas or if my skeletons start to die.

 

Enuhal


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#16139
corey_russell

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Reem II entering Trilogy no-reload challenge...

 

I found my previous solo fighter/cleric - he was named Reem. Rather than make a new name for this guy, he's just going to be Reem II. : ) His predecessor got to Nash'tar before being mazed - hopefully this incarnation can do better.

 

Baldr629_zps8gm5syvr.png

** Warhammer

** Sling

 

His next two proficiencies will be dual-wield ones. No time to play tonight, but will get to it when I can.


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#16140
Grimwald the Wise

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Sorry mistake Squeamish  went through Cloakwood with little violence. Helped Aldeth and attempted to take on the wyverns but couldn't charm them due to magical resistance. Similarly in the mine until the lowest level. Breakfast time so I'll write that up later.


#16141
corey_russell

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Uh Wise, not to burst your bubble or anything, but I didn't actually say what you said I said.



#16142
Grimwald the Wise

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@ Corey

 

I misread what you said and couldn't delete the entire post so updated what Squeamish has been up to instead. I thought that your new character was Deem not Reem.

 

Don't know if you saw what I wrote initially which would have made no sense. If you saw it, you were VERY quick off the mark. :)

 

In the mine he charmed a guard and this resulted in mayhem. All but one of the enemy in the first section of the mine bottom were killed and the last one was near death (I think that his name was Morgan).

 

Squeamish sneaked past, disarmed the traps and attacked Davaeorn with a charmed apprentice. she slept and charmed the character who WAS at near death but who was now fully healed.

 

At first I was sorry that he had recovered so well, but it turned out for the best as he too got charmed and was only just able to defeat Davaeorn.

 

Morgan was then drowned. :)

 

Most of the mine was not looted. I did not think it worth the effort.

 

Squeamish is now in Baldur's Gate fetching and carrying.


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#16143
corey_russell

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@Wise: I did see what you wrote originally - that's because I get notified via e-mail when people post. But my comment was based on what you have right now, not then.


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#16144
Grimwald the Wise

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In Baldur's Gate, most of the quests to date have been straightforward.

 

Only getting the antidote was complex.

 

Squeamish led Larz upstairs and charmed him. (Not an easy task) Then went for the antidote.

 

Larz did the killing.

 

I kept Larz away at first as I couldn't give him anything to stop confusion.

 

It turned out to be straightforward.

 

Previously at Umberlee's temple there were plenty of priestesses to charm and then attack the high priestess.

 

Pickpocketting was tried but failed. :( Perhaps I should have used potions.

 

Pickpocketting was used to get the gems from Arkion and Nemphre.

 

Nemphre went hostile just after losing her ring, so Squeamish dashed upstairs and cast invisibility before leaving.

 

I wonder if Nemphre will ever forgive? :D


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#16145
corey_russell

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Quick update on Reem II, the solo dwarven level 5 fighter/level 5 cleric:

 

Reem II is making rapid progress so far. No real hiccups to speak of - although the kobolds in the Nashkel Mines got just an absurd amount of criticals, which almost drained Reem II of all his blue potions. What's nice is his save vs. death is 1, so ghouls/ghasts are of no threat, which is nice. He has most of the equipment he will need for chapters 3 and 4, and currently he is in chapter 3. Neira, Bassilus and Mulahey were pretty straightforward with the protection of the greenstone amulet. While Reem II did a lot of buffs for Nimbul, they turned out to be not needed - the weapon speed of his Ashideena is so fast, it one-shotted Nimbul even before Nimbul could get up his first spell, mirror image! Tranzig was defeated almost instantly by buffed skeletons.

 

Reem II is feeling like he wants to be able to regenerate, so he will be stopping by the pirate cave next. Now that he has skeleton helpers, he will be doing many more of the more difficult encounters/areas. Will keep people posted.


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#16146
Enuhal

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Aditi, neutral good female gnome assassin with a randomized party, update 2

 

Aditi started clearing the remaining wilderness areas. Kahrk and Molkar's party were killed with the help of summons, and Aditi's group, buffed with bless, chant, strength of one and remove fear, entered the Firewine Ruins via Gullykin, quickly killing the ogre mage. Skeletons were sent to deal with Lendam, and Uther scouted for traps while exploring the rest of the dungeon.

 

My first character death occured down here, as Uther detected this fireball trap, tried to disarm it, but apparently, a thief has to walk into the trap and trigger it to get close enough to disarm it, so trying to disarm it killed Uther instead. Despite his 16 constitution, he wasn't able to survive a fireball. Luckily, right upstairs at Gullykin, there was a temple, capable of resurrecting him.

 

Speaking of dungeons and traps, Ulcaster was next. After destroying Icharyd, a spirit animal helped with the various monsters downstairs, and soon, the area was cleared. Aditi decided to leave the eastern part of the map for now and explore the Sword Coast. There, Uther died agains thanks to Shoal's kiss, but sadly, I accidentally killed the siren before Droth appeared. No Helmet of Defense for me, and back again to the temple to raise Uther. Well, at least Aditi reached level 7.

 

In both Sword Coast areas, the party had summoned skeletons deal with various sirens. Some magical ammunition and more skeletons helped with the flesh golem cave (the tome resulted in 18 constitution for Juturna). With the Sword Coast completed, back to the east: Basilisk hunting. Skeletons are immune to the basilisk's gaze attack, so the party encountered no problems. Kirian's party actually killed some of the undead, but Nerthus quickly summoned a spirit lion, and the opposing cleric's entangle spell wasn't really problematic for the usually all-ranged party.

 

Further north, a new skeleton army helped with the red wizards and a large group of spiders. Finally, Aditi also explored the first Cloakwood area and helped Aldeth with his druid problem.

 

Everyone in the party except for Juturna has reached level 7 by now - and Nerthus, having the (at this point) very fast druidic leveling rate, will soon hit level 8. With forest beings, animal summoning 1 and protection from evil added to the groups arsenal, I hope I'll be ready for the Cloakwood Mines. Uther is good enough at using his traps now, so I have additional tactical options with him.

 

Enuhal


  • ussnorway, Grimwald the Wise, Blackraven et 1 autre aiment ceci

#16147
corey_russell

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Trio Update 3 (Attempt 2) - (Corey_Russell, Grond0, Gate70)

 

Good progress was made by the trio today. Early in the session we got hit by the large bandit archer/ogrillion ambush - was little threat to Axer and Vommar, but Krem was getting pummeled - however, the archers did not last long in melee.

Spoiler

 

Axer wanted some full plate - the Trio thought Khosann might be persuaded to give his up. But first we paid a little visit to Tranzig - who was only able to cast armor spell before he was slain. We then arrived at the bandit camp, then Corey_Russell mentioned Melium's bracers - the trio agreed, but then Grond0 said what about Tazok's bracers? but was too late, we have already arrived at the camp.

 

Unsurprisingly, Melium did not last long against well-equipped fighters. Axer was pretty sure Khark was outmatched against the team - thus we battled Khark as well. Krem did a fantastic job holding Khark's attention, as two lightning bolts just bounced harmlessly away from Krem - we think because Krem was so close to Khark - and yes Khark does fall as predicted.

 

At the Bandit Camp, the fighters ate up most of the bandits for breakfast. Khosann lasted much longer, but he had a heck of a time hitting Axer (probably because of Axer's girdle of bluntness) - But once all fighters were on Khosann, it was certain his days were numbered and they were - Axer didn't even have to gulp a blue potion.

 

For Tazok's Tent, the plan was for Axer to use a firebreath potion on Venkt, then use his two axes to hopefully whittle down Venkt down quick. Venkt lasted a good while and forced Axer to gulp some blue potions - but fall he did - the others fell just moments after that.

 

I forgot earlier the trio had tried to work in Brage's area, but there were bad issues with connections - eventually Corey_Russell figured they were firewall related and logged onto his normal Trio user (who had correct firewall settings) - the session then worked fine. Doomsayer forced some blue potion gulping by Vommar, but otherwise went down without much trouble - Axer decided to give Brage a break and brought Brage safely back to the Nashkel Temple.

 

Valley of Three Tombs Screenshots

Spoiler

 

The Valley of the Three Tombs had some excitement for the party. While the undead were cleared easily enough, Axer got held by a ghast - this after he had said he can't be held. He had a freedom potion, but thought it was more helpful against the Amazon assassins. So got held, but his team easily defeated the ghasts before they could kill Axer. Narcillicus and his jellies were defeated - the party did well in this encounter. The Amazon assassins were fun - Krem got held and Vommar commanded - but Axer was protected by the freedom potion this time, and his two axes swung furiously and killed both clerics. It should be noted Krem did great by one-shotting a thief, who no doubt had a ranged weapon equipped when Krem was swinging his flail.

 

The Cloakwood was then ventured in - belatedly Axer realized he only had one antidote - he hopes this will hold. The party fought in Cloakwood area 2, mainly to get the Spider's Bane for Vommar. This was mostly smooth, but at one point an ettercap headed for an immobilized Vommar (web trap) - Krem and Axer threw their axes at the beast and connected - right then Vommar broke free and escaped the trap - the ettercap didn't live long after that. The party got hit with a Wyvern ambush but had trouble transitioning - and Axer got poisoned! But his antidote saves him and the party escapes.

 

The party tried their hand at the Wyvern Cave - Vommar didn't venture into the center, and as a result Axer was in front when he entered the cave. The party then moved around and Axer was OK - but then Krem was getting hit hard and couldn't escape - and since Krem thinks blue potions are just another form of poison, this could be bad. But Vommar moves and the remaining enemies are cleared quickly - or so the party thinks! Axer is the last to get out of the cave, and when he is the only one, a Wyvern spawns in a spot where it can't even move! Axer starts throwing his throwing axes, and the party comes back and finishes off this creature.

 

The party then arrives close to Drassus and pals - Trio is out of time and ended their session here.

 

Party Stats:

Vommar (Gate70) - Level 6 Cavalier, 74 HP, 123 kills, Greater Basilisk

Krem (Grond0) - Level 6 Kensai, 64 HP, 129 kills, Doomsayer

Axer (Corey_Russell) - Level 6 Fighter, 70 HP, 107 kills, Revenant

 

It's hardly a surprise the Kensai has the lead in kills. Vommar acquired the gauntlets of weapon expertise as well as the Spider's Bane - he is no doubt going to be quite competitive. We attempted some of the more dangerous encounters, so Axer used his shield part of the time for protection - this kept him behind the others in kill count. But the important thing is for Axer to stay alive, so that's OK.


  • ussnorway, Gate70, Grond0 et 3 autres aiment ceci

#16148
Gate70

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+ the ankheg nest close to the session start Corey - that was fun for the three or four minutes it took to race round. Plenty of hits by everyone for 30+ damage and two for 44. It wasn't quite a rout though, as one ankheg got a hit on Vommar for 8 damage.


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#16149
corey_russell

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+ the ankheg nest close to the session start Corey - that was fun for the three or four minutes it took to race round. Plenty of hits by everyone for 30+ damage and two for 44. It wasn't quite a rout though, as one ankheg got a hit on Vommar for 8 damage.

Yes I remember - but it really isn't relevant to the story. I've already said a number of times the 3 fighters are strong, more proof isn't necessary. Not to mention very likely more proof will show itself next few sessions.


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#16150
Blackraven

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Melody, Halfling Shadowdancer (BGEE part 4)

A series of successful missions did much to raise morale in the party of Melody. 
First there was Melicamp. The company saved him from a wolf and provided a skull from a skeleton for Thalantyr the Conjurer to create a spell that would restore the apprentice. Obtaining the skull was no easy feat as the companions were up against a host of skeletons and gnolls. They retreated after a first skeleton was dispatched.

Spoiler
Thalantyr failed at restoring Melicamp, but that was not the fault of Melody or her friends.
On the North Coast they had an intriguing encounter with Jozzi, a Sea Snake disguised as an Aquatic Elf. The creature begged them for help against a small party of Sahuagin attackers. Kivan, speaking on behalf of the party, readily agreed. But they found Jozzi pretty self-reliant.
Spoiler
Such was her prowess in battle that when the Elf Keth'sim Dwin'anea disclosed Jozzi's true nature to the party and her evil deeds (the killing of his brethren), Melody felt disinclined to confront the Sea Snake. There was no need to anyway because Jozzi waded into the sea, where her Sahuagin overlords would surely punish her for sparing the Elf and for slaying the Sahuagin warriors. Keth'sim thanked the company with an enchanted throwing dagger that returned to the wielder's hand. It became Shar-Teel's ranged weapon.

Other succes stories included the dispatching of Sirines and the clearing of Durlag's Tower's upper levels. None of the companions had any fondness for the accursed tower. This mission was undertaken strictly out of financial necessity. And yes, they did leave the place a richer company than they had entered it. 

Little was required for any man to get into a fight with Shar-Teel. Near the Firewine Ruins a boastful fellow named Meilum proved no exception to that rule. Melody had somehow developed an affection for her only female companion, and this was mutual. Shar-Teel had been a reliable sellsword and a street smart comrade. She was foul-spoken and almost hostile toward Melody's male companions (or any males they had dealings with), but she respected Melody. The Halfling attributed this not to her fighting prowess, which did not match Shar-Teel's, nor to her gender per se, but rather to her ability to lead a party of male followers.
Shar-Teel battled Meilum in close quarters but was force-fed a slice of humble pie when Quayle had to send in two skeleton warriors to save her hide.
Spoiler
The Gnome fell not much later in an ambush by kobold commandos but the companions had him raised without complaining, for his magical powers had proven their worth to the party more than once. And they would do so again.

One of the party's explorations of the Red Canyons led them to discover the hideout of Bassilus the Murderer, an evil priest with a hefty price on his head. When Melody found and confronted this Bassilus, itching to try a newly acquired Dagger of Venom on the wicked man, the priest cast Hold Person at her. Melody was lucky to swig her invisibility potion right before the spell froze her.
Spoiler
Shar-Teel rushed in to make sure Bassilus had better things to do than to cast detection spells, but she was no match for the buffed priest. It was Quayle's summons, from a wand, that made the party prevail.
Spoiler
The summons also helped the companions defeat three boisterous hobgoblins.

Thanks to their sudden wealth the party could afford a suit of Shadow Armor for Melody. Its enchantments made the Halfling more comfortable about reentering the Nashkel Mines, the place where her connection to the Shadow Plane had previously seemed weakened.
Once more the companions stalked through the corridors. This time Melody's stealth did not fail her. The master of the mine was in his lair, surrounded by mostly skeletal minions and some kobolds.
Quayle summoned two skeleton warriors of his own. They managed to cut down some of the kobolds before the Half-Orc and his other servants found them out. A barrage of arrows, darts, daggers, and bullets then prevented the priest from casting any of his spells befor he fell, other than the summoning of a huge skeleton warrior, about twice as tall and broad as the skeleton warriors that Quayle had summoned. It nearly killed Kivan with a single blow.
Spoiler
It was clear that a straight melee battle was not going to end well for the party. Melody had Kivan, Shar-Teel, and Rasaad quaff one invisbility potion each, depleting her entire stock of said potions. She then ordered her companions to form a line that would be impenetrable for the skeletons. The Halfling positioned herself behind it. Mindless creatures, the undead could not understand that invisible beings were standing in their way. They just kept trying to close in on Melody. From this safe position she was able to slay the priest, and some of the skeletons (not the largest one).
Spoiler
She released an Elven prisoner, looted the priest's corpse and a chest containing valuables and correspondence suggesting a link between the iron crisis and the bandit plague (something to look into), and then she left with her companions.

Their business in the mines earned the party the status of local heroes in Nashkel, though there was also someone less sympathetic to their cause waiting for Melody, an assassin named Nimbul. Melody had the Amnian Guards make short work of him.
Spoiler
On his corpse she found a letter mentioning his job to kill Melody and an instruction to meet one Tranzig, who was said to be residing at Feldepost's. This Tranzig apparently knew the location of the bandit stronghold. Melody sought him out, hoping to extract some information from him, but he recognized her and he went hostile. It finally allowed Melody to get some value out of her pricey Dagger of Venom.
Spoiler
She felled the wizard and got the location of the bandit camp from a letter he had been carrying. But she was still confused: the same people that had arranged the iron crisis and the bandit plague were also the people who were paying cutthroats to kill her. Why?

That night she had a dark dream, in which she sensed an alien presence, not of the Prime Material Plane nor of the Shadow Plane. She was back in the Nashkel Mines. The presence did not show itself but it commanded her in a deep voice to stab the Half-Orc from the Nashkel Mines with a bone blade and so take whatever afterlife he had. Melody disobeyed. Unlike rancorous Kivan or bloodthirsty Shar-Teel, Melody had never got any satisfaction from killing. She was indifferent about the Half-Orc. Stabbing him for the sake of depriving him of his afterlife didn't appeal to her. She woke up the next day aware of a healing power. It was the second time that this happened. She spoke of it with Quayle, who hinted that she might have gained the favor of a deity. After this Melody didn't think much about the matter, knowing more urgent business, such as visiting the bandit stronghold, required her attention.

The party found the camp in the Wood of Sharp Teeth with the help of a bandit named Raiken, whom they told they wanted to join the bandits. The plan was gathering information about the bandits: numbers, names, leaders, locations. But soon after they arrived at the camp an ogre approached the companions to interrogate them. Kivan told Melody in a low voice that he was honor-bound to kill the oaf or die trying, for this was Tazok, his nemesis, his torturer and the slayer of his mate Deheriana. Melody was pleased that Kivan had managed to keep his cool for the moment. Before Tazok recognized the Elf, Shar-Teel picked a fight with the monster, supposedy to prove the party's worth.
Spoiler
However Kivan and Shar-Teel went a bit further than that, pelting Tazok with missile after missile until he could barely walk. It was fitting that a critical hit by Kivan felled the brute.
Spoiler
The downside of Kivan's revenge was that it caused the entire camp to turn hostile on the party. Thus their infiltration operation had failed. They had to get themselvs into safety against overwhelming odds. And any information they were to acquire had to come from letters or hostages they might take.
Fortunately, Quayle's prayers for sanctuary before the enemy were answered by his god.
Spoiler
Baravar Cloakshadow allowed his servant to retrieve important documents from a heavily guarded tent. According to these documents the orchestrators of the iron crisis and the bandit plague were the Iron Throne, a trade organization with a hidden basis of operations in Cloakwood.

When the companions wanted to leave the camp, Melody made a discovery that greatly upset her. Just as in the Nashkel Mines, a force she didn't understand apeared to be working against her, to undermine her link with the Plane of Shadow. This time it was not her stealth that failed, it was something more subtle. As she enveloped herself in shadows, she thought herself present at the camp in mind only, not in body. But apparently this was not true. Indeed her enemies could not see her (or the others who had been made invisible by Quayle), but they somehow sensed her. Led by a Black Talon commander, a warrior clad in full plate mail, they would follow her every move, and even surround her if she didn't watch out. Many thoughts crossed her mind. Were these specially trained warriors with true seeing skills? Did the enemy know of her Shadowdancing abilities? Was she even a true Shadowdancer in the first place? Was one of her companions a spy who had discovered her and snitched on her? (She dismissed that notion as Kivan and Shar-Teel had just slain the bandit leader, Rasaad was the most virtuous of her companions and besides her confidante, and Quayle had always been the first target of bandits anywhere whenever they were ambushed.)

Her emotions went from astonishment, to fear, to anger. She resented the people that had wanted her dead even when she was still in Candlekeep. But in more than ten tendays she had never taken the offensive. This time things were going to be different. She did not care what the Black Talon commander's motives were, why he had ended up as a bandit, if he had a wife or children. She did not need to kill him, but she decided she would anyway. In and out of the comfort of the shadows she stepped, stabbing her mark with every appearance she made and disappearing before her bewildered enemies could even aim there weapons at her, until he fell. The vemom of her dagger helped speed up the process.
Spoiler
She knew not what the consequences of this brash move would be. Would the witnesses think she had simply used a large amount of invisibility potions, or would they suspect there was more to Melody than that? The Halfling had no idea, but she did know she had made it clear that she was not going to let the enemy lead her like a lamb to the slaughter.


  • corey_russell, ussnorway, Serg BlackStrider et 1 autre aiment ceci